It’s been a while I wanted to start a discussion on the state of pvp in general. Being I’ve been pvping since Frontlines came out, I think I have a pretty good idea of what I’m talking about.
Reminder that these are my opinions.
Casting and interruptions:
As of 3.22, in order to interrupt a cast, someone must deal damage totaling 15% or more of the caster's total HP. This percentage is simply too big especially when considering most casters now use VIT accessories. See the video down below (I don’t play BLM and am very mediocre at it):
https://youtu.be/SZhTNH6PVOU
The solution I propose is to implement “casting penalty brackets”:
• 1 < 140 potency hits should take away casting progress totaling 10% of the cast bar’s length.
• 140 ≤ 200 take away 15% (the 140 is to include split shot in the bracket)
• 201 and over take away 20%
This way, you're not completely hopeless if you’re being attacked, but you should still mind not being a standing turret when attacked. Equanimity and Surecast would negate any penalty incurred.
MCH and BRD:
The Gauss/Minuet changes in 3.22 made it so there’s barely any drawback to using them at all times. There should remain a degree of strategy to using them as was intended when the devs first though of these abilities. Here are the changes I would make:
• Using Gauss/Minuet: No range penalty from 6-25y
• Not using Gauss/Minuet: No range penalty from 0-18y
• Have Gauss/Minuet on/off on a 6s cooldown so people commit to their decisions
SMN:
While I agree that Deathflare and Tri-disaster needed a nerf, I don’t think their hard-casted dots and Painflare should have been downgraded. I’d put Painflare’s potency back to 200 and have all single-casted dots (miasma, bio I, bio II) keep their original duration. This means only dots from Tri-Disaster should be shorter.
MNK:
One ilm punch should not be able to remove Aetherflow. Aetherflow is too integral to how SCHs and SMNs function since they revolve around the ability.
MELEE DPS:
Due to the erratic nature of pvp (people running around, netcode delays, etc), the potency penalty incurred from missing a melee positional skill should be lowered a bit. For example: a missed Aeolian Edge would do 266 potency in damage, decreasing the gap between a fully missed one (240) and an rightly done one (320) by 33%.
THE FEAST:
1. Matchmaking should not exist in 4v4 solo queues. You should not be forced into teams of lower skill because you busted your ass to achieve a higher rank. Solo 4v4 should remain random, thus making your ranking a result of how much you can pull your own weight in general.
2. I don’t see the point in “tier qualifiers”. They just seem to serve to discourage people from pushing through if they fail them. Your ranking should be the only thing to decide your current tier.
3. There should be a 15 8v8 match barrier of entry to participate in 4v4 solo/light matches. “This is my first pvp” should never be found in a ranked mode's chat log.
4. To eliminate Lore farmers, people should earn 15 Tomestones of Lore per win and only 5 per loss instead of a set of 10 no matter the outcome.
So these are the points I wanted to make about pvp. In hopes this thread catches the attention of the devs, I also wish to hear your feedback.
Please do not derail the subject or post meaningless and inflammatory comments.
Take care.